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Draven Eclipse | Dec 28 2010, 09:06 AM Post #1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The Aftermath Is Secondary
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![]() Buffs and Debuffs refer to techniques -or even entire magics- that affect the statistics of yourself or even sometimes others. Take Over could be considered a type of buff however they should not be confused. A buff provides a smaller bonus, and does not change your appearance, but is also less restrictive, allowing you to continue to use your other techniques. Note that, unlike before, you are now allowed to more freely customize your Buffs and Debuffs instead of having exact set numbers. For instance, if a Double Stat Buff indicates a value of 62, this means you are free to distribute these stats among two stats of your choice. However, a single stat can not take up more than 2/3rds of a Buff's total for a Dual Stat buff, and more than 1/2 for a three or more stat buff. This applies to Debuffs in the same manner. Buff Techniques Buff Techniques What is a buff? On FTG we specifically define it as a beneficial spell used to increase your stat points (which are used to determine your combat ability).
Technique Options In relation to buffs a 'technique option' refers to the decisions you may make to augment the versatility or effectiveness of your buff at certain ranks. Which technique options are available to you will depend on which of the three magic types listed below - 'General', 'Support Focused', or 'Support Specialist' - your character falls under. Naturally a specialist will have access to the highest range of customization while a general mage will have the least. If you have Technique Options on a buff, you are required to explicitly mention which Technique Options you took in as clear a fashion as possible. Note: Pets, Summons, and PCs with secondary magic cannot be support specialists. Support specialist specific techniques and buffs cannot be retrieved by archive magic. General This is the broadest category and includes any mage who isn't especially adept at supportive magic. They get 3 technique options in total which are available at ranks 4, 7, and 10. The technique options available to them are:
Support Focused This category includes mages who are more inclined towards support than 'general' mages but typically still have access to a variety of offensive, defensive, and supportive techniques. They get 4 technique options in total which are available at ranks 1, 3, 6, and 9. The technique options available to them are:
Support Specialist Mages in this category almost exclusively use supporting techniques, though they may have one basic offensive technique (at most) if their magic tier is higher than 3. There are three optional techniques included below which are only available to Support Specialists. They get 8 technique options in total total which are available at ranks 1, 1, 2, 4, 5, 6, 8, 10 (this means that they start with two technique options). The technique options available to them are: Technique Options
Magic Tier Capabilities
Optional Techniques - The names are generic and may be changed however you like.
Buff Stacking What is buff stacking? On FTG we specifically define it as the potential to have more than one buff active on an individual at a time. Given the effectiveness and potential of buffs there are certain rules that govern who may stack buffs and how.
Example: If a multistat buff (Example: +30 Power +30 Speed) is cast on you along with a single stat buff that affects the same statistic (Example: +40 Power) the speed bonus of the multistat buff is applied along with the power bonus from the single stat buff since it is the stronger of the two power buff effects. Duration and Cool Down
Item Based Buffs
* Irregular Buff Rules Varying Buffs Like other techniques, buffs can be varied in effect, duration, cool down, etc. to create different techniques. What follows is a list you can pick and choose from to adjust a buff as you see fit. These choices are made before any technique options so you can't offset any of the penalties with technique options to pick more variations. You may only select one of the two listed varying buff rules to increase the total stats. In addition, using one of them would disqualify you from selecting a technique option to increase the total stats.
*The amount gained differs among buffs that affect a different amount of stat categories and is equal to that given by one technique option. Sacrificial Buffs You may not select this if you used either a technique option or a varying buff rule to increase your buff's stats. A sacrificial buff increases more stat points than a regular one but also debuffs another statistic as a price. For every stat point added you get two points of debuff. The debuff amount has to be distributed to a single stat; it cannot be split up among different stats. An all stat buff cannot be sacrificial since there is no statistic it doesn't affect. The maximum extra stat points you can get is equal to 1/4 the buff's base amount, where base refers to the numbers seen in the tables in the rules before any changes applied to them. 2/3rds Rule Buffs and Debuffs can be customized freely. However, no one stat in a Buff or Debuff can use more than 2/3rds of the total power of the Buff or Debuff for a Dual Stat buff, or 1/2 for a three or more stat buff. Debuff Techniques Debuff Techniques
What is a debuff? On FTG we specifically define it as a weakening spell used to decrease others' stat points (which are used to determine your combat ability). However, you may never reduce a stat below 1/3 of its base.
Technique Options In relation to debuffs a 'technique option' refers to the decisions you may make to augment the versatility or effectiveness of your debuff at certain ranks. Which technique options are available to you will depend on which of the three magic types listed below - 'General', 'Support Focused', or 'Support Specialist' - your character falls under. Naturally a specialist will have access to the highest range of customization while a general mage will have the least. If you have Technique Options on a buff, you are required to explicitly mention which Technique Options you took in as clear a fashion as possible. Note: Pets, Summons, and PCs with secondary magic cannot be support specialists. Support specialist specific techniques and debuffs cannot be retrieved by archive magic. General This is the broadest category and includes any mage who isn't especially adept at supportive magic. They get 3 technique options in total which are available at ranks 4, 7, and 10. The technique options available to them are:
Support Focused This category includes mages who are more inclined towards support than 'general' mages but typically still have access to a variety of offensive, defensive, and supportive techniques. They get 4 technique options in total which are available at ranks 1, 3, 6, and 9. The technique options available to them are:
Support Specialist Mages in this category almost exclusively use supporting techniques, though they may have one basic offensive technique (at most) if their magic tier is higher than 3. There are three optional techniques included below which are only available to Support Specialists. They get 8 technique options in total total which are available at ranks 1, 1, 2, 4, 5, 6, 8, 10 (this means that they start with two technique options). The technique options available to them are: Technique Options
Magic Tier Capabilities
Optional Techniques - The names are generic and may be changed however you like.
Debuff Stacking What is debuff stacking? On FTG we specifically define it as the potential to have more than one debuff active on an individual at a time. Given the effectiveness and potential of debuffs there are certain rules that govern who may stack debuffs and how.
Example: If a multistat debuff (Example: -30 Power -30 Speed) is cast on you along with a single stat debuff that effects the same statistic (Example: -40 Power) the speed penalty of the multistat debuff is applied along with the power penalty from the single stat debuff since it is the stronger of the two power debuff effects. Duration and Cool Down
Item Based Debuffs
* Irregular Debuff Rules Varying Debuffs Like other techniques, debuffs can be varied in effect, duration, cool down, etc. to create different techniques. What follows is a list you can pick and choose from to adjust a debuff as you see fit. These choices are made before any technique options so you can't offset any of the penalties with technique options to pick more variations. You may only select one of the two listed varying debuff rules to reduce more stats. In addition, using one of them would disqualify you from selecting a technique option to reduce more stats.
*The amount reduced differs among debuffs that affect a different amount of stat categories and is equal to that given by one technique option. 2/3rds Rule Buffs and Debuffs can be customized freely. However, no one stat in a Buff or Debuff can use more than 2/3rds of the total power of the Buff or Debuff for a dual stat buff or debuff, or 1/2 for a three or more stat buff or debuff. Edited by Mazohyst, Jul 2 2016, 09:05 PM.
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Draven Eclipse | Dec 28 2010, 09:07 AM Post #2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The Aftermath Is Secondary
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![]() "Dragons are intelligent beings that apparently live in solitude not wishing to meddle in human affairs. This lifestyle makes most people think they don't exist. They are extremely powerful creatures, so powerful that a form of magic had to be created to combat them. Each dragon seems to control a variety of the elements." Dragons and Anti-Dragons Dragons are a big part of Fairy Tail. They are the basis of the Dragon Slayer magic - a magic which can only be taught by the dragons. There are 12 Dragons in this Fairy Tail Universe and they are: - Igneel, the Fire Dragon (Male) - Metalicana, the Iron Dragon (Male) - Grandine, the Sky Dragon (Female) - Ceteus, the Water Dragon (Female) - Fulminis, the Lightning Dragon (Male) - Venurium, the Poison Dragon (Female) - Tellurisi, the Earth Dragon (Male) - Mokalure, the Smoke Dragon (Female) - Hyouta, the Ice Dragon (Male) - Lucisana, the Light Dragon (Female) - Daruui, the Dark Dragon (Male) - The Hidden Dragon (Male) - Element Unknown - The Queen Dragon (Female) - Element Unknown However, the last two Dragons are missing or Hidden, the Queen Dragon being the only one truly unavailable at this point. Another point of interest about learning Anti-Dragon magic is that you'll have to FIND the dragon you wish to learn from. The dragons, seeing as they prefer to be out of the way of human beings, change their hiding places all the time. However, they leave a riddle and a set of tasks behind them which lead to their position - riddles and tasks only for the bravery of heart and cunning of mind. The starting point for each path to a dragon will be set and you must make your way there. At the starting point you will meet a "guide" who will assist you as much as they can (which is very little, I'm afraid). Oh, you want information about the magic itself? Well, none is available at this time... What Makes A Dragon? ----- This is something that has been a little ambiguous over the years and with the note that "Dragon-like" pets/summons/TO forms can be made you now need to know exactly what you can and cannot do as what falls under the term "Dragon" and what falls under the term "Drake" or "Wyvern": Spoiler: click to toggle
If you have further questions about what is/isn't fine don't hesitate to contact Tenken. More Dragon Slayer Rules can be found here and here! Edited by Inara Serra, May 18 2016, 09:32 PM.
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Draven Eclipse | Dec 28 2010, 09:14 AM Post #3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The Aftermath Is Secondary
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![]() As most of us know, exquip magic is a magic that is well known in Fairy Tail Anime/Manga. Exquip is a type of magic that fundamentally lets one store an item, piece of equipment, or weapon into a pocket dimension and summons them to be used by the user, other techniques granted by the magic related to your equipment generally. While all exquip magic’s must have the requip technique, every other technique may be unique, though common techniques for exquip mages include levitating weapons and creating temporary weapons from magic. Exquip When making an exquip magic, you do not strictly need to be the same as Erza, and may pick other themes for your magic to focus around, for example an exquip magic called ‘The Knight’ might focus around armours and defensive techniques, or you could have an elemental theme, utilizing a particular element with your weapon attacks. As this magic is relative common we have a few rules common to all exquip and similar magic’s.
Item Theme First of all, there is a limit to the theme you can pick depending on the Tier of your exquip magic. Exquip can be Tier 3 at the minimum, but it doesn't mean you can't increase that. Increasing the Tier will allow for more versatility on the theme you can pick, as well as other things discussed below. Some examples will be provided to give you a general idea of what is possible and what not. Tier 3: You may pick one type of items. Melee or ranged weaponry, or armors. You may combine items from different areas, but you will be limited in each one. For example, one person may pick all melee weaponry, while another may pick all swords, all guns and leather armor. The first one has more versatility in melee combat, the second is more a jack of all trades. Tier 2: A broader theme of items can be chosen. You may go with a theme, like Erza has 'The Knight', you could be an assassin, an archer, something with more freedom than Tier 3. For example, you could pick all melee weapons and armor, perhaps add ranged weaponry as well by taking out some of the choices you have in melee. Tier 1: The limits you have are little. You could even go as far making a theme that fits all weapons and armor in it, but you can't say 'every kind of item'. Tier 1 is supposed to be extremely versatile, you may even add items that aren't normally considered weaponry, like rings or other accessories. These are not meant to be concrete rules, giving and taking with the magic's versatility is allowed. The above are guidelines to give you a general idea of what is doable and what not. You could specialise in a specific type of items, e.g. swords, or decide to go with broader choices. Your magic would look like this in general;
Note: The above magic description is the bare minimum and is not approvable on its own, and should be expanded for your particular type of exquip magic, following the guidelines seen on Item Themes above. General Exquip Rules:
Requip Technique Rules (Name of technique) - (Rank) Type: Requip Range: Self Effect: The user can change to another piece of equipment by sending equipment to and summoning equipment from their pocket dimension. A single requip use is capable of swapping one full set/suit of armour and a weapon pair for another (i.e. a sword and shield, a bow, two claws, a sword and a handgun, etc.) Ranks: Ranks Rank 1: After changing arsenal there is a 4 post cool down. Rank 2: After changing arsenal there is a 3 post cool down. Rank 3: After changing arsenal there is a 2 posts cool down. Rank 4: After changing arsenal there is a 1 posts cool down. Rank 5: You can change arsenal once a post. Rank 6: You gain an additional item (see General Exquip Rules). Rank 7: You can change arsenal twice a post. Rank 8: You gain an additional item (see General Exquip Rules). Rank 9: You can change arsenal trice in a post. Rank 10: There is no limit to the number of times you can change arsenal in a post, you gain an additional item (see General Exquip Rules).
Example Exquip Techniques: Many people wonder what else can be done other than just requip as an exquip mage, so below are two common choices, though by no means are they the only choice, nor do you have to take them. These two are usable by any person with exquip magic, regardless of their theme or Tier. More details on what each Tier can do will be given further below. These rules allow you to create a technique similar to Erza’s ability to telekinetically command her weapons using magic. The rules are written in such a way to show the maths behind the rules, when making your own technique, you should instead change numbers to be their actual value. Weapon Levitation Technique Rules (Name of technique) - (Rank) Type: Offensive Range: (Rank * 2) meters to levitate, (Rank* 5) meters thrown Effect: (Name of Technique) allows the user to move around and carry their weapons using their magic, floating their weapons around them and throw them towards a target up to (Rank * 5) meters away; attacking them once. Weapons to be floated must both be wielded by the user, or unattended; and be present on the battle field within (rank * 2) meters, though this technique may be combined with Requip to call forth more weapons if needed. The number of weapons that can be controlled without strain is (rank). The user may control more weapons than this but with twice as many weapons it becomes twice the strain and half as accurate and gets exponentially harder with more weapons from there. Weapons can be levitated for up to (rank / 2 [rounded up]) posts without attacking, though as soon as an attack is made the technique ends and all levitated weapons fall to the ground. Cool Down: 2 Posts (Rank 1-3); 1 Post (Rank 4-6) or None (Rank 7-10) You may create a technique that allows you to create your own equipment out of their magic. A template and example are included below. Template [b](Name of technique)[/b] - (Rank) [b]Type:[/b] Supportive [b]Range:[/b] Self [b]Effect:[/b] Example Sword of Light - 4 Type: Supportive Range: Self Effect: Summons a sword made of magical property. The handle is made of a fine crafted material with excellent details as the blade is made of pure white energy. The blade itself couldn’t cut objects and the effects vary. If the target is pure of heart and innocent, then the blade will rejuvenate their energy making them feel as if they aren’t tired as well as heal minor wounds, if the target is completely exhausted it won't provide full recovery from fatigue. If the target is evil of heart, then the blade will drain their energy making them feel fatigued, repeated use increases this effect, multiple strikes amplify this but for a normal person one strike will make them yawn and a dozen would make their legs almost buckle from fatigue. This weapon can be used for 4 posts duration and has 2 post cool down. Tier Specific Exquip Techniques: Now, the most awesome part. As you might have been wondering from the start, where do all the attacks come in? Well, below will be a list on what each Tier can do on top of everything that has been mentioned up to this point. Remember that listed below are not exact rules, you could add your own variations to your magic. Tier 3: Nothing. Tier 3 magic is supposed to be generally limited in what it can do, so it doesn't get any offensive or other kinds of techniques. You may still get the weapon levitation technique, as well as make any amount of weapons you wish. Tier 2:
Tier 1: Tier 1 can do everything listed above for Tier 2, but with some added bonus. You may have multiple elements, perform ranged attacks with normally melee weapons, as well as elemental attacks of many kinds. You can even add traits of Tier 1 magics, like gravity manipulation or teleportation, but remember that you will be limited when compared to a Tier 1 mage with that specialty. As an important note, it doesn't mean that you will instantly be able to do all of these if your Tier corresponds to it. As it was mentioned in Item Themes above, you can sacrifice part of your magic's versatility to widen your theme and vice versa. Even Tier 1 exquip magic cannot do everything, always keep that in mind Edited by Inara Serra, May 18 2016, 09:30 PM.
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Ghost6442 | May 18 2011, 07:29 AM Post #4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Embrace Madness! It wants hugs...
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![]() Before we launch into how Pets work, here is a short list of the terms we're using, including what a pet actually is. Glossary
A Pet like all creatures has SP (and if it has a magic stat, TP). The amount of SP a Pet has is half the total SP of their Owner, plus a small constant based on the Pet’s Class. Additionally Pets have a SP cap based on their class that cannot be exceeded regardless of how much SP the Owner has. Regardless of the amount of SP a Pet has it has the full amount of TP available as determined by its Class and outlined in the table below inside the spoiler. Like a mage, the Pet does not have to spend the TP immediately (perhaps waiting for additional SP to increase its magic rank). The price of Pets, its available SP, TP, and Natural Equipment, a template to use, and additional rules, follow. Pet Table and Rules
E Class pets do NOT have Natural Equipment, and you cannot buy them items to use. D and C Class pets have D Class Natural Equipment (up to a maximum of 4, paired or ‘quaded’ weapons counting as one choice). B and A Class pets have C Class Natural Equipment (up to a maximum of 4, paired or ‘quaded’ weapons counting as one choice). S Class pets have B Class Natural Equipment (up to a maximum of 4, paired or ‘quaded’ weapons counting as one choice). Aside from Class E to S Pets, there is one final type of Pet that needs to be addressed. You may instead of buying a pet with stats buy a ‘companion’, with no stats or abilities. These companions cost 250,000 Jewels, but cannot have any affect in combat at all. They are also either too timid or weak to be usable for scouting or other significant out of combat uses. In other words, companions represent baby animals such as a newborn puppies or kittens that require care and attention, and can’t be used for anything. E Class is barely above companion, however, these pets actually have stats, so, could in theory help you, though there stats are so low this is ill advised. E Class pets represent either very small animals, or, very young animals, such as small and young birds. Pets of this Class cannot reach higher than 0.5m in size. D Class and above pets represent pets that can actually fight in combat or otherwise assist. Pets of D Class can be fully grown moderate sized creatures, or infant versions of larger creatures, such as a wolf or a foal, up to a max size of 1.5m and cannot be used as mounts. C Class pets if they are non-magical can be large animals, such as horses, though if they have access to magic, they’re not much bigger than D Class. C Class pets have a max size of 2.5m, and cannot be used as mounts unless they are non-magical. If a C Class pet has magic it cannot be larger than 1.5m. B Class and above pets can be large enough to act as mounts, even if they have magic, with B Class pets have a maximum size of 3m, A Class 5m, and S Class can be a maximum of 7.5m in size. Please note that as part of the smaller sizes (C-Class and below) that it is the longest of length (excluding tail), or height of the creature that is important for the maximum size. Also birds and other creatures with wings don't count wingspan as its longest dimension. Additional Rules: Additional Rules
Pet Template: Template [b]Name:[/b] [b]Nickname:[/b] [b]Age:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Race:[/b] [b]Class:[/b] [b]Owner:[/b] [u][b]Appearance[/b][/u] [b]Physical Description:[/b] [b]Picture:[/b] [spoiler=Picture][img](URL here)[/img][/spoiler] [u][b]Personality[/b][/u] [u][b]History[/b][/u] [b][u]Weaponry/Equipment[/u][/b] [b]Name:[/b] [b]Class:[/b] [b]Description:[/b] [b]Effect/Function:[/b] [b][u]Stats[/u][/b] - (Total SP) [b]Power:[/b] [b]Endurance:[/b] [b]Toughness:[/b] [b]Speed:[/b] [b]Accuracy:[/b] [b]Magic:[/b] [u][b]Magic[/b][/u] [b]Magic Name:[/b] [b]Magic Type:[/b] [b]Rank:[/b] [b]Magic Description:[/b] [b][u]Techniques:[/u][/b] (Used/Maximum) [b](Name of Technique)[/b] - (Rank of Technique) [b]Type:[/b] [b]Range:[/b] [b]Effect:[/b] Pet Template Explained (do NOT copy this one): Many of the descriptions and instructions here are quite short, as, they would be otherwise identical to character creation. If you need additional instructions, see the relevant sections on the character template or in the rules. Put the name of your pet here, and it’s class next to it. Name: Name of your pet as well. Nickname: The shortened version of their name or any alias' they might have. Put N/A if they don’t have one. Age: How old are they? Height: How tall are they? Preferably in metric, but imperial is okay (both is better). Weight: How much do they weigh? Preferably in metric, but imperial is okay (both is better). Race: What species is your pet? Class: The class of your pet also goes here. Owner: Who owns the pet? Appearance Physical Description: What do they look like? This only needs to be one solid paragraph long; this includes clothes if any, jewellery, accessories, etc. Picture: Picture If you have an image, it goes here. If you do not have an image, please delete this spoiler tag, and put N/A next to the picture heading. Personality What are they like? What do they think of their owner? Again only one solid paragraph is needed. History Your pet's past and how they have come into your possession. This section is optional. If you don't use history, please just delete this heading, don't leave N/A next to it. Weaponry/Equipment Pets have natural equipment as explained in the rules. Copy the item template as many times as needed for your pet. Name: Name of the natural equipment. Class: Class of the natural equipment. Description: What does it look like? Effect/Function: What does it do? Stats - Put the total SP here, without the brackets, remembering pets have half the SP of their owner, plus a constant listed in the table above if they are Class D or higher. Power: The pet’s power, see the stat rules if needed. Endurance: The pet’s endurance, see the stat rules if needed. Toughness: The pet’s toughness, see the stat rules if needed. Speed: The pet’s speed, see the stat rules if needed. Accuracy: The pet's accuracy, see stat rules if needed. Magic: The pet’s magic, see the stat rules if needed. Magic Magic Name: What does your pet call it’s magic? Magic Type: The ‘scientific’ name of the magic. Rank: The pet’s magic rank. Magic Description: Describe the pet’s magic. See the character creation template or magic rules for more specific information if needed. Techniques: TP Used/TP maximum, the maximum amount of TP a pet has based on its class. Remember to take out the brackets. Copy the technique template as many times as needed. Name of the technique. – Rank of the technique, remember to take out the brackets Type: Offensive, Defensive, or Supportive. Range: Range of the technique in metres. Effect: What does the technique do? See the character creation template, or technique rules for more specific information if needed. Magic Limitations of Pets: Magic Limitations of Pets Pets cannot have the following magic.
In addition, while a Pet can have an exquip magic, the magic suffers several restrictions. The Pet does not receive the 10 free D Class items an exquip mage normally does, nor does the Pet get any discount on the equipment it buys (regardless, the Owner, not the Pet, is the one that buys the items, this is just for clarification). Finally they do not receive the free item that an exquip mage normally receives at rank 6, 8, and 10 in their requip technique and the magic must only affect their own items. Upgrading S Class Pets: Upgrading S Class Pets S Class Pets are the strongest Pets that can be purchased, so they need a way to scale with the strongest of mages, even if just for the sake of NPCs. Note that regardless of how many jewels are spent on a Pet, they are always S Class in rules terms. Temporary Pets: Temporary Pets Perhaps a constant, permanent Pet doesn't suit your character, but you still want a creature you can pull out to help in a tough fight without being a summoner. Enter temporary Pets. Be it a construct called from a scroll, or a spirit bound to a weapon, nearly any concept can be made to work as a temporary Pet. Though they don't have to be bound to an item, temporary Pets normally are. If they are connected to an item, if the item has no function then the cost of the item is subsumed by the cost of the temporary Pet, otherwise the cost of the Pet is merely added to an item that already has a function, without the temporary Pet counting as an effect. For items that solely act to summon a temporary Pet their Class is equal to the Class of the temporary Pet, mostly as a formality as the item still has no function. A temporary Pet can't be added to a functional item if the temporary Pet is a higher Class than the item. Temporary Pets work like normal Pets, except in the following ways.
Edited by Inara Serra, May 18 2016, 09:30 PM.
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御 Cloud | Aug 9 2011, 06:33 AM Post #5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Who you calling chocobo head...
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![]() - is the act of calling forth a creature…or thing, to do your bidding. Important Points You may not gain a true dragon summon although spirits and creatures that are dragon-like are acceptable (see here for further clarification) Summoners can purchase a Familiar, which costs 250,000 Jewels and has no SP or TP. They can be called like a normal Eidolon, but for an unlimited duration, but if it takes any damage it is defeated and unsummoned. A Familiar has no cooldown but if it is defeated can't be Called for the rest of the thread. They can also have one personal supportive ability (non-combat only), depending on their creature type, such as flight if a bird. Only one Familiar may be active at a time and it does not hinder a summoners ability to call forth another Eidolon. These Familiars can be roughly the size of a common rat, but no larger than 0.5m in size. No matter how high the magic stat of a summon may be, its techniques may never be of a higher rank than the summon's own technique rank. Summons and Summoners cannot have the following magic:
In addition, while a Summon can have an exquip magic, the magic suffers several restrictions. The Summon does not receive the 10 free D Class items an exquip mage normally does, nor does the Summon get any discount on the equipment it buys (regardless, the summoner, not the Summon, is the one that buys the items, this is just for clarification). Finally they do not receive the free item that an exquip mage normally receives at rank 6, 8, and 10 in their requip technique. Presented below are two major classes of summoner. For a mage that summons items from a pocket dimension, see the rules for exquip mages. Standard Summoners with multiple summons, whether they call forth Stellar Spirits, Celestials, Demons, Fae, Ghosts, Elementals, Animals, really any creatures you can think of, plus some you probably haven’t (except for dragons, see Important Points above). Despite having multiple summons, without a technique only one summon may by summoned at once. Standard Summoner Rules Summoning is a tier 1 magic due to its sheer versatility (each summon could potentially have a different magic type, easy to switch between summons to deal with different situations and more than one body to RP with). Your Magic Type will be Summoning, your Magic Name can be anything you want. If one of your summons is defeated, it cannot be re-summoned for the rest of the thread. Similarly any damage a summon receives will persist into future encounters in the same thread even if the summon is unsummoned and then resummoned. A summoner may have supportive and utility spells appropriate to their magical theme but not directly offensive and defensive techniques (at least not without significant draw backs, and once again, only if appropriate). To summon a creature some sort of ritual is involved, whether it is a spoken short incantation, a set of hand gestures, some sort of physical action, manipulating an object, or some combination of the above. If you have an object, for example a key, if it is lost you are not able to summon that creature while you do not possess it but you will get the object back at the end of the thread. Similarly if you can’t perform the incantation or any other necessary component, you cannot summon. These rituals are generally not complex, for example for a summoner with objects, it might be as simple as presenting the item and calling forth the summon by name. As such it is generally still possible to perform them even when heavily distracted. A template for summons is included below. Template
Summon Template Explained First off there is a spoiler which you should add the summons name to. [spoiler=Summons name and rank here] Put the rank in brackets. Name: Again the name of your summon. Nickname: The shortened version of their name or any alias' they might have. Age: How old are they? If they don't have an age, delete this line or put unknown. Height: How tall are they? Preferably in imperial (5'6") and metric (1.68m). Weight: much do they weigh? Preferably in imperial (154lb) and metric (70kg). Physical Description What do they look like? This only needs to be one solid paragraph long, this includes clothes if any, jewellery, accessories, etc. [spoiler=Picture][img]Direct URL link to a picture here, if you have one, if you don't, delete this line.[/img][/spoiler] Personality What are they like? What do they think of their summoner? Again only one solid paragraph is needed. Weaponry A rank 1 or 2 summon it would get three D Class items, this includes natural weapons or armour. Name: What is it called? Class: D Description: What does it look like? If it is a natural weapon you can delete this line, otherwise at least one sentence, you could add a picture too, but remember to put it in spoilers. Now the stats work exactly the same as your mage. A starting rank 1 summon has 39SP to distribute to its different stats while a rank 2 summon would have 49SP (see the table to below for an explanation of these numbers). Stats 39 Power: Endurance: Toughness: Speed: Accuracy: Magic: From here on out the template is the same as the mage the summon is connected too. Each summon you possess is its own technique and the rank of the technique is representative of the summon's strength. The progression of the summon via rank is shown in the table below:
How to read the above table Column 1 is the rank of the summon technique. Column 2 is the total SP the summon possesses at that rank. Column 3 is the maximum possible SP total a summon can have at this rank. Column 4 the amount of TP the summon has to spend on its Techniques. Column 5 is the class of the items the summon possesses, these are free and cover things like natural weapons and/or armour, but no matter the rank they have no magical properties or special effects. Whenever the summons rank increases you may upgrade the items or re-pick them. You may buy additional equipment for your summon including natural equipment, as you would for yourself. Column 6 is the duration of the summon and represents the amount of posts the summon remains active for. You also get a bonus to the duration if there is a difference between the magic rank and the technique rank following the following formula: (Magic Rank MINUS Technique Rank) / 2 [Rounded Up] At rank 10 that means a rank 2 summon lasts 8 posts (10 MINUS 2)/2 = 4 Then add the base duration of 4, 4+4 = 8. Column 7 is the cool down before you can summon the creature after it has been un-summoned. Column 8 is the class of the summon of the summon, this is primarily for conversion purposes. Celestial Spirit Mages and FTG Celestial Spirit Mages FTG is a non-canon board, which means that the characters and stories of the FT universe aren't the same here. However the fundamental rules of the universe are the same, including where the stars are in the sky, how the constellations are named, and how magic works. If you wish to be celestial spirit mage, you must use keys, and silver ones at that. If you wish to use gold keys, you'll need to abide by the following: -First, in order to obtain one of the 12 Western Zodiac "Gold Key" summons you do not have to do an arc. -Secondly, any Celestial Spirit Mage can gain a "Gold Key" summon provided they have Rank 8 Magic and TP free. -Finally, whenever a Gold Key summon is brought forth into a topic that is the only Gold Key Summon of that name that can be summoned in that topic from then on out. Meaning if two summoners both have Aquarius as a Gold Key the first one to summon her gets to use her for that thread - the other summoner must use other summons. The Single Summon or Pet Mage This Summoner has only one summon that is always present, an animal companion, a bound knight or spirit, it could be nearly anything (not a dragon, see Important Points above), but only ever one. Single Summon Rules Summoning is a tier 1. Your Magic Type will be Summoning, your Magic Name can be anything you want. If your summon is defeated you suffer a mental backlash, this backlash does not harm you physically, but you will become disorientated, confused and or rather uncoordinated for a post, and the summon is unsummoned and it cannot be re-summoned for three posts, though when it is resummoned it is at full strength. A summon can only be unsummoned by being defeated, it cannot be forcibly unsummoned to begin healing it. A summoner may have supportive techniques, as well as directly defensive and offensive techniques that utilise or are linked to the summon in some way but not only by herself. While the summon is unsummoned, the summoner can not make use of their magic, including any passives, and any effects that had been generated from either the summoner's or the summon's magic that are benefiting the summoner (buffs, etc.) immediately end. A template for your summon is included below. Template
Summon Template Explained First off there is a spoiler which you should add the summons name to. [spoiler=Summons name and rank. here] Put the rank in brackets. Name: Again the name of your summon. Nickname: The shortened version of their name or any alias' they might have. Age: How old are they? If they don't have an age, delete this line or put unknown. Height: How tall are they? Preferably in imperial (5'6") and metric (1.68m). Weight: much do they weigh? Preferably in imperial (154lb) and metric (70kg). Physical Description What do they look like? This only needs to be one solid paragraph long, this includes clothes if any, jewellery accessories, etc. [spoiler=Picture][img]Direct URL link to a picture here, if you have one, if you don't, delete this line.[/img][/spoiler] Personality What are they like? What do they think of their summoner? Again only one solid paragraph is needed. Weaponry Being a rank 1 or 2 summon it would get three D Class items, this includes natural weapons or armour. Name: What is it called? Class: D Description: What does it look like? If it is a natural weapon you can delete this line, otherwise at least one sentence, you could add a picture too, but remember to put it in spoilers. Now the stats work exactly the same as your mage. A starting rank 1 summon has 39SP to distribute to its different stats while a rank 2 summon would have 49SP (see the table to below for an explanation of these numbers). Stats 39 Power: Endurance: Toughness: Speed: Accuracy: Magic: From here on out the template is the same as the mage the summon is connected too. The summon you possess is its own technique and the rank of the technique is representative of the summon's strength. The progression of the summon via rank is shown in the table below:
How to read the above table Column 1 is the rank of the summon technique. Column 2 is the total SP the summon possesses at that rank. Column 3 is the maximum SP the summon can have at that rank. Column 4 the amount of TP the summon has to spend on its Techniques. Column 5 is the class of the summon of the summon, this is primarily for conversion purposes. The single summon starts with D class weaponry and armour but these do not improve overtime for free. However you may purchase additional equipment or upgrades for your pet, even improving natural weapons such as claws. Adding to your Summons TP pool A single summon summoner can transfer TP to her summon regardless if it is bought or naturally earned. Swarm or Team Summons Sometimes you just want to summon more than one being at once, you know? Maybe it's a trio of sisters, maybe it's a swarm of bees or a pack of rats. For these cases, you look at the following rules: Team Summons Team Summons Team Summons are when a single technique is used to call forth several distinct but connected entities at once. For example, calling forth a pair of twins, or a trio of sorts. For sake of differentiation, the maximum number of entities allowed in a single Team Summon will be 4. Stats: While the overall stats remain the same as with normal Summons, the total Power and Endurance placed in the technique for a Team Summon will be equally divided by the number of entities within the technique; that is, if there are two beings within a technique, they will each have 1/2 the Power and Endurance of the total placed into their respective Power and Endurance stats. Speed and Accuracy are unaffected by this rule. Equipment: Team summons do not get bonus equipment; they get a free maximum of 3 distinct Item(s). An exception is made for natural equipment for identical-species members of a Team. Magic: Techniques can be either shared amongst all members of a Team Summon, or specifically and individually given to a single member of a Team Summon. That is, for example, if wishing to give a flamethrower technique to a team of 4, either all four need to do something to cast it in unison, or only a single member of the four is capable of casting it. Don't you dare even try making it so all four can cast them individually with independent cooldown times. That's butcher-worthy material. If, in case of a shared technique, part of the Team is incapacitated, the power of the technique will be proportionally reduced. And now for an example: for simplification, parts of the summon template that don't need clarification for team summons specifically will not be shown. Team Summon Name: The Annoying Trio Picture ![]() Weaponry Name: Buggy Armor Class: B Description: WHERE DO YOU EVEN BUY THAT Name: Natural Armor for the Two Actual Bugs Class: C Description: CUZ THEY'RE ACTUAL BUGS Name: Clawed glove for Left Hand Class: D Description: AS IF TWO HEAD-SIZED BUGS WEREN'T SCARY ENOUGH Stats 105 (55 + [100 x 0.5]) Power: 15 [5 Each] Endurance: 5 Toughness: 15 [5 Each] Speed: 15 Accuracy: 5 Magic: 40 (30 + [20/2]) Magic Name: Annoying Setup Moves Magic Type: Annoying Magic Rank: 5 Magic Description: Stop the Protect-Substitute-Protect-Substitute Baton Passing it's annoying Techniques: 10/10 Multi-Teammate Technique: Fury Cutter - 5 Type: Offensive Range: Melee Effect: First one bug, then the second bug, then the girl trying to be a bug all slash a single target, each one right after the other. If only the first hit connects, the target is dealt light slashing damage. If the second hit also connects, the damage intensifies to moderate. If the final hit connects, the damage is further intensified into serious. Has a cooldown. Single-Teammate Technique: X-Scissor - 5 Type: Offensive Range: Melee Effect: Girl in the Ninjask costume slashes an enemy twice in an X-shape, dealing serious physical wounds. Has a cooldown. Swarm Summons Swarm Summons Swarm Summons are when a single technique is used to call forth a relatively large quantity of entities at once, which by law must be either identical or near-identical to the point where any difference between individuals of the 'Swarm' are, at best, fluff. For example, calling forth a swarm of insects, or a flock of birds, or a horde of zombies, or a squadron of ninjas. Swarm Summons are limited in quantity per technique through the statistic system. Stats: As with Team Summons, the total Power and Endurance placed into the overall stats in the technique for a Swarm Summon will be equally divided by the number of entities within the Swarm, while Speed and Accuracy are unaffected by this rule. Here's what it gets funky: The Maximum number of entities within a Swarm Summon is determined by the lowest value between Power or Endurance. That is, a Swarm Summon with a total of 50 Power and 101 Endurance can have no more than 50 separate entities, individually possessing 1 power and 2 endurance [It's always rounded down!]. One does not have to have the maximum number possible, though, and in this case the user could choose to make instead 25 separate entities, each with 2 power and 4 endurance! The Inverse Ninja Law: It's working! Equipment: Due to their unique conditions, Swarm Summons can only possess natural weaponry/armor, or, if not technically natural, will be the equivalent thereof: Slice a ninja's black clothing, and if he is a part of a Swarm Summon he will be hurt, and, more likely than not, be dead because his stamina is so pathetically low. On that same note, Swarm Summons have their equipments reduced by 1 class; so, at rank 10, they can get up to 1 A class natural item, 1 B class natural item, and 1 C class natural item. Magic: Swarm Summons will have a unique need for techniques, wherein passive techniques will be split between them all; if a passive flight, all of them will be able to passively hover at a reduced speed; if a power buff of 90, better hope you don't have more than 90 entities within this technique, cuz it gets rounded down; if a healing technique - bro, they have like, no endurance. If they're hurt, they're likely dead. The quantity of entities within a Swarm Summon cannot be increased by a buff technique. When it comes to active magic to be cast, Swarm Summons have limitations as well: for one, techniques will not require all members of the Swarm to act in unison to be cast, but the power of the technique is reliant on the percentage of active and living members of the Swarm. That is, if half a swarm is wiped out, whatever rank 6 spell they cast will only have the rank 3 effect. And now for an example: for simplification, parts of the summon template that don't need clarification for swarm summons specifically will not be shown. Swarm Summon Name: Too Many Bees Picture ![]() ![]() Weaponry Name: Body Class: C Description: Dem stripes Name: Wings Class: D Description: Dem wings Stats 105 (55 + [100 x 0.5]) Power: 16 Endurance: 11 Toughness: 9 Speed: 12 Accuracy: 7 Magic: 40 (30 + [20/2]) Total Number: 16 Combees Magic Name: All hail the Vespiqueen Magic Type: Rank: 5 Magic Description: Dem Bees do wurk Techniques: 10/10 Attack Order - 5 Type: Offensive Range: 50 m. Effect: Dem bees all fly towards a target in a swirling shape, before splitting up and randomly biting the target. Expect many, many, many light injuries. Has a cooldown. Defend Order - 5 Type: Defensive Range: 50 m. Effect: All dem bees form a single hexagon-shield, coating demselves with magic. Blocks 1 offensive equal-rank spell. Has a cooldown. Extra Techs There are several options to further enhance your summons. These extra optional techniques are just the tools you need to do so. Extra Techs Summon Stat Transfers: In line with the fact that summons are fairly weak compared to their summoners we present you the option to buff your summons as they are active. It counts as neither a buff nor a debuff for the purposes of stacking. The maximum amount they can transfer is equal to 1/3 of their total stats. The stats you choose to transfer are static on both ends, both what the summoner loses and what the summons get. Multi-summoners with several summons out would get the option of splitting the buff among their summons or giving it to only one.
As stated above, summoners may have supportive techniques that are related to their magical theme. Below are two examples of common supportive techniques that are available to all summoners. Note these are only examples and other techniques are permissible. Multi-summoning You may create a technique that allows you to bring forth summons with a total rank equal to the rank of this technique x2. Meaning a Rank 5 multi-summoning technique can summon up to 10 (5x2) Technique Points worth of summons. The multi-summon technique has a flat duration of 5 posts regardless of rank and has a permanent flat cooldown of 2, again regardless of rank. You may only make a single multi-summon technique and the duration of this technique is independent of the normal duration of your summons - if it is longer than they would normally be out then they stay the entire time. However summons brought forth with this technique are desummoned once the duration of this technique ends and cannot be resummoned until the cooldown on this technique has expired. Summon Strengthening You may create a technique that allows you to enhance the abilities of an existing summon. For every rank in such a technique, the summon being enhanced gains 2TP to spend. Note these TP are subject to all the normal rules and limitations of TP. In addition if and only if this technique is the same rank of the summon, that summons cool down is decreased by one. Such a technique can never be a higher rank then the summon it supports. Size Limitations How big can my summon be?
It is important to note that your other measurements will need to coincide with these. This is just a maximum height range, and the weight will need to fit as well. In some cases, summons may be enlarged further by reaching Over Power. But that is on a case by case basis, and at mod discretion at any given time. Edited by Magohyst, Apr 1 2018, 05:06 PM.
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御 Cloud | Aug 9 2011, 06:38 AM Post #6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Who you calling chocobo head...
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![]() Take Over is the act of being able to transform yourself to increase your power and abilities. Take Over Introduction and Technique Take Over in the manga is traditionally an advanced caster magic that lets you transform into a being you truly ‘know’ which, for many Take Over mages, is obtained by defeating the creature. However, on this site any magic or technique that lets you transform will almost certainly use some aspect of the Take Over rules, particularly the Take Over Technique Progression. Take Over Introduction and Technique All Take Over techniques, be it you having an entire magic that involves turning into animals, demons, or robots, etc., or a single technique for turning into a Wyvern, Wolf Demon or Chimera because of your heritage or a curse, etc. share these key concepts:
Explanation of Key Concepts To expand on these points (in the order presented above): Firstly, when you transform you gain additional statistics, similar to a buff; you also gain a pool of Technique Points to purchase techniques to use while transformed. However other than the techniques you gain while transformed you’re unable to use any other technique. Furthermore, any persistent magic effects on you cast by yourself end. This point isn’t entirely relevant to those with just Take Over magic as most will only have other Take Over techniques but is very relevant to those picking up a single Take Over technique for their magic or those that have a secondary magic. The second point may be less clear; basically when a Take Over technique goes on cool down any and ALL techniques and item effects that also have a net increase on statistics (such as buffs or other Take Over techniques, but not techniques a Take Over magic may have if they don’t increase statistics, nor adaptation techniques for Tier 2 Take Over) also go on cool down for the same length as the technique that triggered it (regardless of the normal cool down of the effect technique). As stated above for Take Over techniques this cool down is 2 posts, however if a mage voluntarily ends a Take Over before more than half of the technique's duration is spent, this is known as ‘quick shifting’ and the cool down is only 1 post. Weakened soul as explained in the buff and debuff rules is a period of time were you cannot be affected by another effect that increases statistics. Though the global cool down makes it impossible to activate your own buffs, weakened soul also catches buffs that might be cast by other people. The third point has been left vague as it is not completely black or white, but shade of grey. In general at rank 1 a transformation technique can only change one limb, be it changing one arm or growing a tail etc. At rank 2 two limbs may be transformed, for example changing both legs or growing a pair of wings. At rank 3 four limbs may be transformed, say both arms and legs. From Rank 4 onwards complete body transformations are possible. Note that the above system isn’t always appropriate for some transformations; however as long as equivalent changes are made there are no problems. For example at rank 1 you could instead change two half limbs, or even just your hands and feet. Other compromises are possible. For example, if you were a smaller version of your complete form and surrendered some of the normal bonuses of the technique it could be okay, though unlike the first two choices presented here these are a case by case basis depending on the magic and may not be allowed. Before going on to explain the three major (but not only) classes of magic that use Take Over technique(s), presented below is the Take Over Technique Progression table, the general rules for every Take Over technique.
Reading the Take Over Technique Progression Table
Now, I'm sure that you notice that there's nothing on there about how much your stats increase by when you're in your Take Over technique. Well, this information can be found here: Take Over Stat Increases The following information is by how much you may increase your statistics by. Note that like buffs these must be ‘defined’, as in any one Take Over technique when used gives you same increases each time, you can’t change what bonuses you receive on the fly. These numbers differ depending on whether or not your Take Over technique is a single, double, triple, quadruple, or all buff and for each case you gain the following:
Now, there are a couple of things to note about the double and triple/quad and all stat buff numbers. Firstly the numbers there are the maximum combined total of the stats you split - so a Rank 1 double buff has 10 points to split two ways, a Rank 3 triple buff has 36 points to split three ways. Secondly, no one stat in a Buff or Debuff can use more than 2/3rds of the total power of the Buff or Debuff for a Dual Stat system. For 3 or more affected stats, no more than 1/2. Additionally, though there is no set, specific ratio minimum, refrain from abusing stat splitting mechanics. Some closing remarks before moving onto Take Over magic; you can never have a Draconic Form, or a magic with a Take Over technique based on dragons. Additionally, the concept of Losing Control; or Berserk, needs to be explained. Beneath the Lose Control spoiler is a template to make it easy to make and format Take Over techniques. Lose Control When transforming, normally the mage does not take on personality traits of the being or thing they transform into, or if they do it is only in minor ways, the mage is still truly in control. Attempting to use a Take Over technique or already being in one while experiencing incredibly strong negative emotions or intense psychological trauma however can cause the technique to go wrong, the mages personality being completely and totally replaced by that of the thing they turn into. For those that turn into beasts, creatures, demons, etc. this results in a Berserk, the mage becoming violent, savage, unable to tell friend from foe and destroying everything it can (violent and savage, not unintelligent, the Berserk will still make complete use of its techniques). For some stranger Take Over’s the change in personality may be represented differently, as long as no trace of the original mages personality is present. For a robotic Take Over, the Lose Control personality might be cold and highly logical, dismantling all organics in sight, while someone that takes on the embodiment of the Knight, might become honourable and chivalrous to the point of the ridiculous, even helping former enemies. If the technique used is less than Rank 4, the mage also changes appearance to be in the techniques full body transformation. Lose Control can never occur voluntarily. Once in such a state, it is impossible to regain control of the character until a significant event snaps you out of it, which may happen in that thread, another thread, or even might involve an entire arc to do so. When Lose Control occurs, the technique that triggers it gains an infinite duration, and increases every non-magic stat by the rank of the technique (which stacks with the normal statistic gains of the technique). When (if) the Lose Control is broken, the technique immediately ends and goes on a 5 post global cool down (inflicting weakened soul for that time as normal). Additional Information The rules for Lose Control are rather vague. This is mostly intentional. Berserk is meant to be something serious and should involve a storyline or even arc around your character. Rules here are mostly to show what happens when you do enter berserk (to stop people trying to use it as another stat booster). If you do seriously intend to have an arc revolved around Lose Control, and the rules here aren’t clear enough, please feel free to contact staff. Take Over Technique Template
Magics that use Take Over While many magic concepts can use transformation techniques and trying to list every possible use of them is impossible, three broad uses are detailed below. As has been said before, these represent the most common uses, but not the only ones. Take Over Magic’s The following magic use Take Over techniques:
Tier 3 Take Over could be considered ‘classical’ Take Over, or at least the magic that is first thought of when Take Over is mentioned. Tier 3 Take Over is a magic that consists of virtually only forms (with little to no supportive techniques that effect forms), be they transformation or otherwise, that use the Take Over technique, bound together in a related theme even if that theme is as broad as say animals. Tier 3 Take Over Magic Name: This can be anything, as is the case for many magic’s, but, a popular format is X Soul, where X is related to what you can change into, for example Animal Soul, Wolf Soul, Demon Soul, etc. Magic Type: This is simply Take Over. You may include more information in brackets about the Take Over’s you focus on, but, it’s not necessary, for example Take Over (Animals). Tier of Magic: As the name of the rules implies, this is 3. Magic Description: Compared to many magics, tier 3 Take Over will have a relatively short magic description because despite the versatility of the magic, they effectively have only one type of technique. Despite this, one should still be as detailed as possible, making sure to mention your theme and any particular focus your techniques have. In this case, theme refers to what your techniques will be based on, be it machines, animals, or Pokémon (your theme can be broad, but not literally every conceivable form). If you have a supportive technique (see below), it should be mentioned here. Techniques: As mentioned above, tier 3 Take Over is limited to Take Over techniques, with the one following excepting. A tier 3 Take Over mage may have one and only one supportive technique that effects there forms. Below are two sets of rules for making some of these techniques, and while they are not the only possible techniques, a supportive technique for a tier 3 Take Over mage will undergo heavy scrutiny and generally will not be allowed. - In-combat Shifting: You are extremely skilled at changing form even in the middle of combat, helping you overcome your magic’s main weakness. In-combat Shifting A technique using the following rules would be acceptable; note this is written in a way to explain the rules and make them clear, not to be used as a copy and paste for your own technique. You may end/exit one Take Over type technique and immediately start/enter another, without triggering the cool down of these techniques. You maintain the number of posts used in your Take Over form, and the new total duration is equal to the lower of the two forms. Additionally, at ranks 1, 2, and 3 of a technique to change forms in-combat, the new total duration is reduced by one. The form you exit and enter must have a rank equal to or lower than the technique used to change between them. You must be in a Take Over technique for an entire post before a technique like this can be used. In addition to the cool down of this technique, it can only be used once without a global cool down being triggered by a Take Over technique, increasing to twice at rank 10. The name of the technique can be anything appropriate to your magic (In-combat Shifting being the name of a rule, not a technique). The type would be Supportive (Take Over) and range Personal. Cool down for a technique like this would be at rank 1-2 five posts, at rank 3-7 four posts, and at rank 8-10 three posts. Do remember to note you are allowed to use this technique while in Take Over, despite the rule saying you can’t use techniques not granted by your transformation. TL;DR You can change from one form to another immediately. - Expanded Form: What you lack in breadth compared too many Take Over mages you make up for in depth, being particularly skilled in one or more forms at the cost of less forms overall. Expanded Form A technique using the following rules would be acceptable; note this is written in a way to explain the rules and make them clear, not to be used as a copy and paste for your own technique. You may expand the TP pool of a single Take Over type technique. For every rank in this technique, the Take Over technique it is linked too gains an additional TP. Any one Take Over technique cannot have more than one Expanded Form technique affecting it, and in addition to the normal rules on technique rank, an Expanded Form technique’s rank cannot exceed the rank of the Take Over technique it supports. You can take a technique like this multiple times despite the ruling of only being allowed one supportive technique, however, its effects do not stack; you must pick a different Take Over form each time to effect. TL;DR For every one TP you spend, a form gains one TP to use on techniques granted by the transformation. Tier 2 Take Over could also be considered "modular" Take Over magic. Modular Take Over magic is much like tier 3 Take Over, however in addition to having forms, tier 2 Take Over also gains the use of adaption techniques, allowing the mage to change some of the stats or even techniques of a form on the fly. Like tier 3 Take Over, the techniques must be bound together in a related theme, even if that theme is as broad as say, animals. Tier 2 Take Over Magic Name: This can be anything, as is the case for many magic’s, but, a popular format is X Soul, where X is related to what you can change into, for example Animal Soul, Chimeric Soul, Demon Soul, etc. Magic Type: This is simply Modular Take Over. You may include more information in brackets about the Take Over’s you focus on, but, it’s not necessary, for example Modular Take Over (Animals). Tier of Magic: As the name of the rules implies, this is 2. Magic Description: Compared to many magics, tier 2 Take Over will have a relatively short magic description because despite the versatility of the magic, they effectively have only two types of technique. Despite this, one should still be as detailed as possible, making sure to mention your theme and any particular focus your techniques have. In this case, theme refers to what your techniques will be based on, be it machines, animals, or demons (your theme can be broad, but not literally every conceivable form). Techniques: As mentioned above, tier 2 Take Over is limited to Take Over techniques, and adaption techniques. Not that unlike tier 3 Take Over, as Modular Take Over gains adaption techniques, they CANNOT take Classic Take Over supportive techniques, though a tier 2 Take Over mage can have as many varied adaption techniques as they like. As Take Over techniques are already explained above, and adaption techniques are unique to this type of magic, adaption techniques will be explained below. Adaption Techniques An adaption technique as the name implies overall work by adapting an existing Take Over technique in effect, as such; they can only be used while transformed. As an overview, adaption techniques do any one, a combination, or all, of the below. Adaption techniques may;
Explanation of Key Points To expand on these points (in the order presented above), an adaption technique may effectively ‘move’ statistics around, reducing one or more statistics, to increase one or more statistics. This is in many ways, like statistic sacrifice for Take Over and Buff techniques, as in you can sacrifice up to the rank of the technique multiplied by five [Rank*5] in one statistic (not Magic) to gain as many points to spend elsewhere. Note that a statistic cannot be reduced below 1 in this manner (and obviously you only get points for statistics actually lost), and this does not count as a debuff, stacking with one (apply the debuff first, and then the sacrifice penalty). Unlike statistic sacrifice however, adaption techniques give a full return on the points sacrificed, instead of only giving half back. Like with Take Over and Buff techniques as well, the statistics lost and gained are ‘set’', you cannot change them on the fly. As an adaption technique used in this way does not have a net increase in statistics, it is not included under the global cool down or weakened soul rule. An adaption technique can also grant the user a technique to use in their transformation, the rank of the granted ability equal to or less than the rank of the adaption technique. The technique and rank of the technique however are set for the adaption technique, the mage cannot change the technique granted, or increase or decrease the rank of said technique on the fly. Note however that the granted ability effectively replaces one of the transformations granted abilities, the technique disabled by the adaption technique an equal or higher rank to the power it gives. The granted technique cannot be a summoning type technique, nor an anti-magic/nullification technique, and perhaps obviously another Take Over technique. Lastly, an adaption technique allows the mage to change one piece of natural equipment his Take Over form has, with another piece of natural equipment. The natural equipment granted is set, it does not change on the fly. The granted natural equipment has a class equal to the piece it replaces, unless it would result an illegal combination of armour and weapons as explain in the Take Over technique rules, in which case the class drops until a valid combination occurs. Adaption techniques often change the appearance of the Take Over form you’re in, but do not have too, as needed for the changes it causes. So an adaption technique can add wings to your form to let you fly, a scorpions tail for a poisonous sting, or stone skin to increase your stamina at the cost of your speed, for example. These extra features are additional to the transformation you normally make; you don’t have to take them into account when doing partial transformations. Adaption techniques are unique in that they are useless without Take Over techniques; these techniques do nothing on their own, and can’t even be used if you’re not transformed, and end immediately when your Take Over does. Obviously from above, all adaption techniques are useable while transformed, despite the rule you can only use techniques granted by your Take Over while transformed. In closing tier 2 Take Over, the last additional rules of adaption techniques are below, and beneath them a template to help format adaption techniques.
Adaption Technique Template
Filling in the Adaption Technique Template The name of the technique goes here. - What rank is the technique? Type: This should be adaption, no need to make changes here. Range: This should be personal, no need to make changes here. Effect: If the adaption technique changes your statistics and/or natural equipment, how so should be detailed here. Cosmetic changes that are part of the adaption technique should also be mentioned here. If this technique grants a technique, its name and rank should be mentioned here, but, it should be detailed below. Ability Use this spoiler to detail the ability your adaption technique grants. Delete this spoiler if your adaption technique does not grant a technique. Fill in the template as you would for a normal technique. (Name of technique) - (Rank) Type: Range: Effect: Picture Have a picture of your transformation? If not delete this spoiler tag. Tier 1 Take Over could also be considered "Creature" or "Monster" magic. Creature magic as the name might imply is when you have magic based on a single creature or monster, allowing you great versatility and a strong theme to tie your magic together. Though not strictly needed, creature magic is also called tier 1 Take Over because this type of magic is almost always tier 1, and it allows for a single Take Over technique based on the creature the magic is based on. As implied by the fact they only ever get one Take Over technique, and can have none if they choose, while classic and modular Take Over are at least similar, creature magic is completely different in how it works. Tier 1 Take Over Magic Name: This can be anything, as is the case for many magic’s, but, it will often be based on the creature you draw your magic from. A popular format is X Soul, where X is the creature your magic is based on, for example Inugami Soul, Phoenix Soul, Wyvern Soul, etc.
Magic Type: Magic type should include the element the magic is (if any) and the creature it is based on. For example, Dark Dog Demon Magic, Ice Winter Wolf Magic, Plasma Wyvern Magic, etc. Tier of Magic: As the name of the rules implies, this is 1. Magic Description: Like all magic descriptions, you should be as detailed as possible, mentioning anything your magic can do. Remember that as tier 1 Take Over your magic is based on a creature, so all your techniques must be inspired by the creature in some way. As a tier 1 magic, your magic is allowed to be quite broad, but, like all magic’s, it literally can’t do everything, and must have some limit. Basing your magic on a creature that can do everything will not be accepted (if you did wish to have a magic based on it, perhaps having a magic based on a thematically grouped subset of its powers could be accepted). Techniques: Creature magic is quite broad in the techniques it allows, and it is hard to cover every possible technique allowed. As long as it’s inspired by or thematically linked to the creature you pick, it is likely the technique will be allowed, for example, magic based on a phoenix could easily include fire, healing, and a flight technique. The one thing that ties all creature magic together, as implied by the name of these rules, is that they are allowed a SINGLE Take Over technique. If it wasn’t obvious by now, yes, you must take the form of the creature your magic is based on. In addition to the versatility of this magic, it is allowed a few concessions to both make it stand out from tier 3 and 2 Take Over, and, make it feel more like a tier 1 magic. Additional Rules
One Take Over technique, multiple forms Despite only having one Take Over technique, instead of only turning into one thing, they may have up to three forms, two combative, and one non-combative. To note now, ALL of these forms must still be related to the creature you turn in to. The two combative forms represent a ‘hybrid’ of a human and your creature of choice, and a ‘beast’ or ‘complete’ transformation, where you turn into the thing totally. You gain the hybrid form over ranks 1-4, your transformation limited as normal for low rank Take Over, gaining the complete transformation at rank 5. From rank 5 onwards, you can pick either the rank 4 hybrid form, or the rank 5 complete form, and still gain the full stats and techniques you would normally gain. Note that the difference between the two forms is ONLY aesthetic; each form must have identical stat gained, natural equipment and techniques granted. The non-combative form is quite a bit different. It is gained at rank 4 and represents a small and harmless version of your complete transformation, for example, turning into a small bird when your creature is a phoenix or a small dog when your creature is a massive wolf. This form grants no techniques, no natural equipment, and actually lowers your stats by 50 SP, instead of increasing them. Additionally, the form has all the normal anatomical restrictions of the animal or thing you turn into, including being unable to speak language. A form like this has infinite duration, but, shares a cool down with the combat forms as normal (for the purposes of quick shifting it has a duration as appropriate for the rank of the technique). Form Retention Take Over techniques have a limited duration; however, the transformation of a tier 1 Take Over mage can get around this slightly. When a tier 1 Take Over mages Take Over techniques ends, they do not have to immediately end the form, they may stay transformed, maintaining the physical appearance of the transformation. However, the stat increases immediately end, and, they can no longer use techniques that are for use inside of Take Over (nor can use techniques for outside Take Over as they are still in a Take Over). To regain the stats and use of techniques, they must exit the form and wait for the cool down as normal. Note that while transformed despite the expired duration, they may continue to use their natural equipment, but, the cool down doesn’t start to reduce until they exit the form. If the mage spends two posts unconscious, or, a post were they sleep for 4 or more hours uninterrupted while the duration is expired (i.e. this rule is in effect), then the transformation ends as normal. Limitations of Creature Magic Creature Magic must have a solid theme on which to base all of its techniques around, and as explained above, that theme cannot be so broad to allow you to do everything. In general, if your magic is just a tier 1 magic with a transformation tacked on it won’t be accepted. Additionally though, there a few specific limits to help show what is and isn’t acceptable, but note these are just examples, and is not meant to be inclusive. Creature magic cannot include;
Also, there are a few other limitations. Mind magic from tier 1 Take Over cannot be as versatile as normal tier 1 mind magic, there must be some sort of limitation, or only a subset of what mind magic could normally cover. Tier 1 Take Over can only include one element; composite elements like plasma or magma are okay, but, can only be used in that form and never separated into its components. Edited by Mazohyst, Sep 22 2016, 05:59 PM.
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博 Tenken | May 1 2012, 01:28 AM Post #7 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Hoennese and proud!
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![]() Archive Magic is the intrinsic magical ability of some people and beings to be able to analyse their surroundings, particularly the magic of other beings, and understand what they are seeing and experiencing. Those men, women and others who are capable of using Archive Magic are a select few, for this magic is extremely rare, and they are capable of not only understanding and analysing the magic of other beings but also being able to store this information into a personal archive -or matrix- and then access it at later dates in order to utilise this information in one of a few different ways. While all Archive Magic users do have a few base techniques in common there are always differences however, though the common techniques are fairly well documented. Archive Magic When making an Archive Mage, there are two basic and intrinsic techniques that you absolutely must have, for they form the core and backbone of your magic. There are also two optional techniques you are able to have, and while that may not seem like much the fundamental abilities of Archive Magic are very strong. That is not to say you cannot have other abilities like the canon such as the Information Transfer or Telepathy but those cannot be taken until you have at least the two basic techniques. Suggestions for further techniques can be seen further below Your magic would look like this in general;
- Note that the above magic description is the bare minimum, and should be expanded for your particular type of archive magic. General Archive Magic Rules:
Required Techniques
Optional Techniques
Additional Techniques? Yes, besides those four listed above Archive is quite capable of other techniques! Here is a (very) short list of some ideas you can use in your travels that will be expanded upon as we go, though since you're mostly based around external magics I doubt this will take up your TP list for very long:
As I said, this list will be expanded as we go. Edited by Inara Serra, May 18 2016, 09:26 PM.
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梟 Inara Serra | Dec 12 2016, 03:47 AM Post #8 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Honesty without tact is cruelty.
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![]() [Anti-Magic Umbrella] Summary When it comes to magic that can directly impede other magic, there are three categories within the Anti-umbrella: Disruption: Magic that prevents other magic from being successfully cast. Nullification: Magic that nullifies, or gets rid of, already present magic. Retaliation: Magic that punishes or triggers off the usage of magic. If any of the above three are enticing to your character, then the magic you may have will fall under the umbrella of Anti-Magic, a magic type that uses and revolves around those categories. If your magic is Tier 1, then it may be allowed all three categories, while being Tier 2 would only be allowed two of those categories, and it should be chosen and mentioned in your magic description at creation. Magic and magic techniques that fall under this Anti-umbrella can not be accessed through other means, such as through Items, Pets, Archive, nor under other magic systems such as Takeover, Summons, Exquip, and Holder. Anti-magic is not allowed as Tier 3. Although the categories under the Anti-umbrella can be straightforward in mechanical theme, your version of Anti-magic is allowed to have any sensibly singular visual theme/aesthetic (Ex. appearing like black static). When you choose which Tier and which category of Anti-magic to have, you will also be given an extra Opener technique depending on which categories of Anti-magic you have access to, one per category available (Tier 1 will be given all three; Tier 2 will be given the two of the categories you chose). Each of these techniques start at their Starting rank, or '0', and will already be in effect. However, you will have the choice to upgrade these techniques like you would with any other technique via Technique Points (TP). You are free to name these techniques however you please, but you must leave the Type, Range, and Effect as stated (you are allowed to 'refluff' the Effect text as long as the mechanical information is kept). Descriptions and Limitations Disruption: Can have techniques that deal with negating or disrupting attempts of casts and cause them to fail. Some methods can be creating a zone-like AoE, single target, multi-target, target-linking, anything of the like. They may lower the effectiveness of higher-ranked techniques if unable to outright prevent it from being cast as well. A TP-count is used in order to determine how many techniques can be prevented. In general, the TP-count can usually range from 1x to 2.5x of the Disruption technique depending on range, duration, cooldown, and number of targets (see examples for a better idea). Users of this category are also able to sense relative magic capabilities (can determine if others' magic is higher or lower and no other details), which can be accessed through their Opener technique. Disruption Opener and Example Techniques
Here is an example of a Disruption Opener:
And here are some examples of regular Disruption techniques:
Nullification: Can have techniques that erases or nullifies magic that has already been cast and has a duration, such as fading away shields, clones and constructs, environmental effects, and the like. When these techniques are created, at their broadest they may nullify the category of either an Offensive, Defensive, or Support/Utility technique, or choose to nullify something more specific in order to increase range/lower cooldown/other benefits/etc. Unlike regular techniques, there may be multiple versions of these simple broadest-affecting techniques (e.g. you can have five Offensive-nulls if you want). Physiological passives can not be affected, such as flight or sensory caused by nonhuman traits (use discretion). Nullification techniques do not follow a TP-count, but instead follow a duration-count. Unless specified, techniques that are nullified remain nullified for the duration even if they move out of range afterward. Magic that is nullified is absorbed to power up a simple offensive, defensive, or utility technique as per their Opener technique. Nullification Opener and Example Techniques
Here is an example of a Nullification Opener:
And here are some examples of regular Nullification techniques:
Retaliation: Can have techniques whose effects set off whenever a target attempts magic (when they attempt to cast a technique). These triggered effects do not disrupt nor nullify the target's magic, but instead act as punishment. The effects can vary from a wide range of dealing damage, mitigating damage, counters and reflects, support with buffs or debuffs to the caster/enemies (stats or nonstat), other utilities and the like, and do not always have to solely affect the triggering target. The Opener technique allows the user to 'brand' the target in some way (physically, visually, mentally; details decided at creation) so that the targets are aware of their risk, and Retaliation effects can only work off from these branded targets. The Retaliation technique being used can be chosen at the time of being triggered. Retaliation Opener and Example Techniques
Here is an example of a Retaliation Opener:
And here are some examples of regular Retaliation techniques:
Universal Rules Even if an Anti- technique does not explicitly mention any of these points, they are still constantly applied: Universal Rules
Notes for Reflect As a repeated note, Reflect effects are only allowed under Retaliation and perhaps other magics that are sensible to have them (such as explicitly defensive/reactive/reflect-counter specialized magics). Since Reflect effects have been brought up, here are some general generic notes for those non-Retaliation magics:
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梟 Inara Serra | Dec 12 2016, 03:55 AM Post #9 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Honesty without tact is cruelty.
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![]() Holder is a type of magic that fundamentally focuses on either a single specific item OR, in the case of consumables, a type of item. A Holder Mage's magic revolves around supporting, enhancing, and generally using their Holder Item for various effects. As a result, without their item, a Holder Mage may be at a disadvantage, but in exchange receive powerful effects that no other mage has, combined with support for their items. When making a Holder magic, you need to pick a theme for your magic to focus around. For example, a Holder magic called "The Guardian" might focus around armors (whether an armor set or a singular piece) and defensive techniques, or you could have an elemental theme, utilizing elements with your attacks. Important Points Tier 3: For a holder magic to be Tier 3, it needs to meet the following criteria:
Tier 2: For a holder magic to be Tier 2, it needs to meet the following criteria:
Tier 1: For a holder magic to be Tier 1, it needs to meet the following criteria:
Now that the tiers are taken care of, let's talk about what Holder Magic can actually do. As a rule of thumb, the techniques allowed in a holder magic have something to do with the item "held". There can be a great number of things to add here, the most common one is using that item to perform attacks. Enveloping your sword in fire, throwing cards that electrocute enemies, adding effects to the bullets of your gun, changing the shape and size of your armor. These are merely some examples, holder magic is not limited to that. A holder item doesn't even need to be combat-oriented, you can have a doll be your holder item, a hat, pair of pants, anything goes. A common mistake is using holder as an excuse to make a magic extremely versatile, or getting high tier magic in a lower one. That is not how holder works, it can typically lower the tier of a magic, but there are limits to that.
General Holder Rules General Holder Rules:
Example Technique Options Holder Mastery: Damage - X Type: Offensive, Holder Master Range: Self Effect: Grants a passive effect when wielding your specified Holder Weapon that is: When attacking with this weapon, once per post deal RANK -1 damage, up to a minimum of RANK 1. This effect can be themed towards your magic theme. At certain ranks of the Weapon Mastery technique, the user gains additional free item enchantments. This item enchantment can only be placed on your Holder item and cannot be used for other items. The Holder mage may pay the difference if the item cost is more than the below limit, though they do not receive the difference in Jewels if it costs less. Rank 6: One Class B Enchantment (up to 7,500,000 Jewels) Rank 8: One Class A Enchantment (up to 19,000,000 Jewels) Rank 10: One Class S Enchantment (up to 43,500,000 Jewels) or Holder Mastery: Shield - X Type: Defensive, Holder Mastery Range: Self Effect: Grants a passive effect when wielding your specified Holder Weapon that is: When attacked, once per post, trigger a RANK -1 shield, that covers your body and equipment, up to a minimum of RANK 1 effectiveness. At certain ranks of the Weapon Mastery technique, the user gains additional free item enchantments. This item enchantment can only be placed on your Holder item and cannot be used for other items. The Holder mage may pay the difference if the item cost is more than the below limit, though they do not receive the difference in Jewels if it costs less. Rank 6: One Class B Enchantment (up to 7,500,000 Jewels) Rank 8: One Class A Enchantment (up to 19,000,000 Jewels) Rank 10: One Class S Enchantment (up to 43,500,000 Jewels) |
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